volleyvalley Posted October 12, 2023 Okay, I have looked at both of the .TXT's in there, would love to play it tomorrow if I get some spare time. For now, you could post a few screenshots of the level to draw more people in to the sneak peak. Oh and by the way, what sourceport should I use to play it? 0 Quote Share this post Link to post
albertos Posted October 12, 2023 use gzdoom ultimate doom some levels need jump 1 Quote Share this post Link to post
Drywtler Posted October 12, 2023 Quite cute for a beginner! But I'll give you some feedback. On the first map, there's no way of knowing that one of the two metal blocks surrounding the crate is actually a lift. I don't mind the "this wall is actually a door to a secret room" thing but at least make it more noticeable. I don't know if the crate texture behind is intentional, among many other flying textures I came across. Also, I don't know if it was a mistake but the exit button is just a wall, not a switch. Second map is rather stingy on ammunition. You could just run to the keys and get to the exit, but if you wan't to get 100% kills it becomes a chore with just your punches. Third map is the only map that needs jumping, and it doesn't have an exit. Even with the chaingun it lacks ammo to kill all the enemies. Now, it has been brought up to you before in previous posts, but please follow the guide below when posting new maps, and most importantly post them on the Wad Releases & Development sub-forum, not here, which is Doom General. 3 Quote Share this post Link to post
volleyvalley Posted October 13, 2023 I have played the first level now, and I have some feedback for it. Spoiler An rather simplistic starting room with a door in your face. Rock solid, but a bit bland starting room. The next area looks all the same as the first room. There is also no light variation or floor / ceiling variation, which makes it ultimately blander. Try adding different textures and more interesting shapes into a room to make the player remember it a little bit more. Also, this door needs to be realigned to look right. This crate is a good detail for the map, it didn't took me long to figure out, that it's a lift, since it's the only thing, that looks interactable, aside from walls of course. The lift has an texturing error while it is down and looked at the other side. Perhaps it's an leftover midtexture? The fight with the Cacodemon was pretty fun. I liked the sort of "in the face" nature of the fight, which doubles as an nice jumpscare. This room has an misaligned door again. This level also doesn't seem to have an exit, strange. Overall, I haven't finished all of the levels, but after quickly looking at all of them, I feel like I don't need to. These maps are solid, no doubt about it, I can tell you're an beginner mapper, but like someone else already said something along the lines in your other Doom level thread: "one polished map is better than a couple of crappy ones", which should be your main focus now. 2 Quote Share this post Link to post
DoomGappy Posted October 14, 2023 (edited) Hey, Albertos, as @volleyvalley has already mentioned, you can improve a lot. I recorded a video with my impressions, and I would like to invite you over to my Doom mapping for absolute beginners thread. Here is the link for it: And here is the video with some feedback. Edited October 14, 2023 by jo2ukegappy 2 Quote Share this post Link to post
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